|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:13:00 -
[1] - Quote
XV1 wrote:Another idea, reduce splash radius down at longer ranges. Also reducing damage instead of it just disappearing would be nice at longer ranges too. The splash radius will lower much faster than the damage though.
Reducing damage before the slug dissipates makes sense.
Reducing splash radius at longer ranges due to the energy around the slug dissipating also makes sense.
This would make them able to combat infantry at long ranges, but would need considerably more accuracy and would also take more than one shot to wipe out a guy before he gets a chance to look for cover.
This would also allow Forge Gunners to still threaten vehicles as they could still deal some damage at a range, although not quite as much. The damage reduction would have to be very gradual to ensure long range AV is possible(rail tank snipers =P) Real it should be like this, you fire the weapon at this point within 10 metres or so it has its highest direct damage and minimal splash damage having almost no area effect, medium range 100 metres the projectile itself has lost 20-30% damage but the raidus has significantly expanded and damage is pretty good (at about the same it is now) at long range 200+ metres the slug is at about 50-60% damage and the splash radius is very large (10+ maybe) but at the same time the damage of splash is now at that of a MD |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:35:00 -
[2] - Quote
Harpyja wrote:Something needs to be done about rooftop forges. The only way to effectively remove them is with an orbital. These are the other possible methods, but not as effective.
- Snipers are good and all, but in order for a sniper to take out a rooftop forge, the sniper needs to be at an equal or higher elevation than the forge gunner. This is to prevent the forge gunner from stepping away from the edge and out of sight. But the problem is that forge gunners occupy the tallest buildings. All other buildings of equal or taller height are accessible by dropship only, but a skilled forge gunner cane take out a dropship before it places a sniper on top of a building.
- Railgun HAVs. Typically on the ground, and limited view of a forge gunner. The forge gunner can step back from the edge and is out of sight. A skilled forge gunner uses the assault forge gun and moves around randomly as he shoots. It takes a highly skilled and lucky railgun shot to get a direct hit on such a target while the forge gunner is shooting lethal projectiles back at the HAV. There's no way to get splash damage because the rooftop is at a higher elevation. But even if the lucky shot is placed, chances are that there is an uplink and the forge gunner will simply spawn there again.
- Dropship boarding party. The method is simple. You take a cheap dropship, gather some people in it and fly to the building where the forge gunner has set up camp, where everyone will then drop and ambush the forge gunner. The problem is that a skilled forge gunner will blow up the dropship before it reaches the destination. I do this all the time with my railgun HAV: I prevent dropships from reaching rooftops, except for any that don't render for me. This is for my own concern because I don't want a rooftop forge gunner shooting at me.
Now why are orbitals the most effective? They will destroy everything on that rooftop, such as uplinks, nanohives, and your friend the forge gunner. Every other method only takes care of the forge gunner while the uplink stays intact for the forge gunner to respawn back up there. everyone complains about rooftop forge gunners, but it takes 20 seconds to make a militia fit forge gun and then 5 seconds to charge spot and kill said forge gunner over and over, i hate seeing all these ******** forge gunners using advanced and proto forge guns ( unless its adv assault or proto breach ) on infantry,all forge guns can direct hit and they all have the same ammo capacity except for the breach, my 7k standard forge sentinel kills as many- usually more than adv and proto forgers since theyre so scared to take a shot. |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:44:00 -
[3] - Quote
Kekklian Noobatronic wrote:Alena Ventrallis wrote:...Yeah, you will lose out on some kills. But your mission is not to destroy vehicles, but to deny the enemy vehicle assets (although destruction of enemy vehicles is a perfectly valid way to do this.) Your mission is to deny tanks the ability to engage your fellow blueberries, whether that's by blowing them to hell, or forcing them to retreat. This statement right here show's how much of an idiot you are. It's so full of full ****** that I literally can not even begin telling you how stupid it is. It's that stupid. Please uninstall DUST. I havent laughed so much at a post since regnum said he was good |
|
|
|